#if UNITY_EDITOR

using AI.Graph;
using UnityEditor;
using AI.Graph.Editor;

[CustomEditor (typeof (PatrolState))]
public class PatrolStateView : StateView {

    protected override void OnSceneGUISelected () {
        if (aiBehaviour != null) {
            PatrolState state = node as PatrolState;

            if (state) {
                if (aiBehaviour.TryGetExposedObject (state.aiPathParameter, out AIPath path)) {
                    AIPathInspector.DrawPath (path);
                }
            }
        }
    }

}
#endif